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Reneer

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Everything posted by Reneer

  1. Not that most of you will care, but just to put some closure on one thing, I have 'heard' that the EULA for the Fallout 4 Creation Kit states that game mods are owned by the modders, not Bethesda / ZeniMax.
  2. Sorry, but Bethesda does us a huge favor by allowing us access to the GECK / Creation Kit. Our mods may make their game slightly more popular, yes, but the vast, vast majority of sales for Bethesda games are on consoles, not PC. Mods may "extend" the life of a game, but that doesn't account for the sheer number of console sales, which, for Skyrim, never had any chance of mods being available and console users knew that fact. Let us look at it another way: Skyrim has sold roughly 23 million copies, according to Statistic Brain. 86% of those 23 million sales, or roughly 19,780,000 sales, are on console, with only 3,220,000 sales on the PC (14%). So your argument is pretty much flat out wrong. People buy Bethesda games on consoles much more often than PC, and only Fallout 4 has had even the possibility of mods on consoles. And that's not even talking about how many actual modders there are - there are only roughly three million PC players for Skyrim, and a small percentage of those PC players use mods, let alone create mods. Bethesda doesn't really care how long people play their games - they just care that people buy them.
  3. That "other camera" still has to render everything it sees. So essentially you have two rendering points: The player's FOV and the camera's FOV, but the camera's FOV is placed onto your portal / mirror. That last bit is why Portal could show you different angles because it rendered two or more scenes depending upon where the camera / portal was placed.
  4. Regardless of how you do it, the mirror still has to render everything within its vicinity (whatever you set that as) twice. Trying to compare Quake 3, a game released in 1999, to Fallout 4 or Skyrim or even Oblivion makes little sense in terms of how many objects each engine typically deals with.
  5. The function you are looking for is GetEncounterZone(), in the ObjectReference script. EncounterZone Function GetEncounterZone() native
  6. Well, it is definitely getting past "early 2016". Well, it is Bethesda we are talking about here. :P
  7. No one here knows. Sometime in April, hopefully. Once it releases, you will see many more mods in all likelihood.
  8. Not to go all Bruce Banner, but their secret is that they don't have a customer relations team. :tongue:
  9. The FO4 EULA does not cover Bethesda.Net. Or uploading to Bethesda.Net. Or anything even related to Bethesda.Net. When you upload a mod to Bethesda.Net, you are agreeing to the terms and conditions of Bethesda.Net and they have nothing to do with the FO4 EULA. You can't have it both ways: Either Bethesda owns game mods or they don't. We have two contradictory EULAs, and only one that has anything to do with Bethesda.Net: The Bethesda.Net EULA. The FO4 EULA doesn't mention game mods, only "customized game materials", while the Bethesda.Net EULA specifically mentions game mods. Furthermore, the Bethesda.Net EULA goes into great detail in defining different types of user-generated content and makes certain that game mods are in a separate, but related, category, because mod developers own their mods. The FO4 EULA is nowhere near as specific, thus, the Bethesda.Net EULA should take precedence because it defines the terms explicitly.
  10. Obviously you missed the part where the Bethesda.net EULA specifically states that mod developers own their mods. If your theory was even remotely true, they would have never included that in the EULA in the first place.
  11. I don't believe that "The Software Utilities" means the CK. It seems more that the "Software Utilities" is a level editor or similar tools. And no matter how you slice it, the CK is not just a level editor.
  12. You said this: Which is essentially saying that the FO4 EULA is an Editor Tool EULA, because it overrides the Bethesda.Net EULA. Unless you meant something else there?
  13. The simple fact of the matter is that the FO4 EULA says "customized game materials are owned by Bethesda" while the Bethesda.Net EULA says that "game mods are owned by the mod developer". Fallout 4 game mods will be distributed through Bethesda.Net, thus they are under the EULA / TOS of Bethesda.Net and no other EULA / TOS applies until we have the EULA / TOS of the Creation Kit.
  14. No, because Fallout 4 is not an Editor Tool. It was never designed as an Editor Tool. Thus the FO4 EULA does not override the Bethesda.Net EULA. The Bethesda.Net EULA contains just as much "provision" as the FO4 EULA in regards to game mods, and specifically mentions game mods, rather than the FO4 EULA "customized game materials".
  15. Hopefully Soon™ (trademark is co-owned by Zenimax Media Inc. and Valve Corporation) :P
  16. Uhhh... why are you coding the script like that? Use Champollion to decode the PEX scripts instead of Caprica and rewrite your script in Papyrus code instead of trying to write it in Papyrus Assembly.
  17. The FO4 EULA states that Bethesda owns the "customized game materials". The Bethesda.Net EULA states that modders own what they develop. The Bethesda.Net EULA was written more recently than the FO4 EULA and also is the only document we have that relates to the Bethesda.Net terms of service. The two EULAs most certainly do contradict one another if we assume that "customized game materials" in the FO4 EULA is synonymous to "game mods" in the Bethesda.Net EULA. And if "customized game materials" is not synonymous to "game mods" then the Bethesda.Net EULA states that we as the developers own those "game mods" and the FO4 EULA states that we don't own the "customized game materials" (whatever those are). There is no Editor Tool (read: Creation Kit / GECK) EULA that is out yet. FO4 itself is not an "Editor Tool" and therefore the FO4 EULA does not supersede the Bethesda.Net EULA, nor does the FO4 EULA cover the Creation Kit / GECK.
  18. Except they are separate from each other. The "customized game materials" in the FO4 EULA are not the same as the "game mods" in the Bethesda.Net EULA. The two EULAs explicitly contradict each other - the FO4 EULA: And the Bethesda.Net EULA: Even if game mods were subject to both EULAs, which they aren't, the EULAs contradict each other on this very important point. Your knife mesh, textures, etc., would not be owned by Bethesda simply because you uploaded the Knife Mod to Bethesda.Net.
  19. My point was that Game Mods, as defined in the Bethesda.Net EULA, are made separate from other forms of User-Generated Content, as defined in that same EULA. Sorry for the confusion. Game mods will not be subject to the FO4 EULA, but instead will be subject to the Bethesda.Net EULA because those same mods will be distributed through Bethesda.Net, thus they are under its Terms of Service. Those Terms of Service also state that any Editor Tool EULA will supersede the Bethesda.Net EULA terms, if the two sets of terms conflict with one another. Bethesda is not trying to say that they own the game mods we create. They realize that doing so would put off many mod creators if the content they create is suddenly owned by Bethesda when combined with the CK. I can imagine texture artists and 3D modelers would be exceptionally frustrated with that.
  20. There is the "Add Ons" button on the main menu which will tell you if Automatron is loaded. Outside of that, the main Automatron quest should automatically start when you load the game.
  21. My first point was meant as a joke. We owe things to Bethesda as modders because we are using their content when we create our mods. We are using their world, their story, their characters, etc, when we design and create a mod. That is why Bethesda gets to decide if we should pay royalties when we sell a mod, and what percentage they will get. Everyone who plays FO4 on PC has to have Steam installed in order to legitimately play the game. So Valve may not have "forced" Beth to use Steam, but Valve certainly gets a cut of Bethesda's profits every time someone buys Fallout 4 on the Steam system. I've never one had a problem with FO4 updates sabotaging my modding game installs. But maybe that's because I use the manual mod install method instead of relying on other tools. Go read the Bethesda.Net EULA. Specifically section 2, part D ("Game Mods"). You'll note that the Bethesda.Net EULA makes multiple mentions that "Game Mods" are not "customized game materials". And, further, that any Game Editor EULAs supersede the Bethesda.Net EULA. Oh, and as an added bonus, the Bethesda.Net EULA specifically mentions that game mods are owned by the mod developers, not Bethesda.
  22. Mod users also gain nothing financially from buying Fallout 4. :tongue: And yes, we owe Bethesda some kickback because we are literally playing in their sandbox. Our work would not have any audience (certainly not the size of Fallout / TES audience) if we were simply writing scripts that didn't work within the existing framework or textures that didn't go onto a mesh. You can of course make money as a programmer, a graphics artist, or a 3D modeler, but then you are competing against pretty much everyone else.
  23. There are some wonderful suggestions here already, but I want to add just one or two things. 1. Don't be afraid to ask questions. Unless you are delving deep into the weeds, there will generally be another modder out there who will be willing to guide you and lend a hand. 2. Don't be afraid to experiment and try things. I can't tell you how many times I've typed something into the script editor window and found that it actually worked. 2. Don't give up. Sometimes it seems that Bethesda designed the game engine only halfway (oh I could rave about this for days) but just keep in mind that there are hundreds of ways to skin a plugin.
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